Can ImageProcessingConfiguration be used on gaussian splat models?

Is there a way to use the scene or material imageProcessingConfiguration on the gaussian splat meshes/materials to enable real-time color correction on them?

I’ve seen the docs about changing the splats color through the buffer and a nice project here Color grading gaussian splats but is not realtime and doesn’t have all the complete imageProcessingConfiguration properties.

you should be able to use it as a post process

Thanks @sebavan . Yes, we tried with de image processing inside the DefaultRenderingPipeline for example, but it is affecting the whole render. As we have different splats mixed with geometry and background planes, we were wondering if there was a way to add it to the material like in the PBR material, which is acting as an override over the scene.imageProcessingConfiguration, so it will provide more fine tuning control over the different elements in the composition.

maybe a material plugin? that should solve realtime at least

Thanks @Heaust-ops , as the full featured image processing configuration is not available at gsmaterial level, this approach will definitely help to adjust the color of the processed gaussians. I’ll try to dive into this material plugin system and see if I can get at least hue/saturation/contrast/exposure adjustments :slight_smile:

cc @Cedric to see if it is worth adding like in the other materials

Let me know if something is missing from GS Material plugin : Babylon.js docs

I guess it’s possible to output to other buffers and mix using RenderGraph.